Toy Generationsан - Intergenerationallearning

Transcription

Toy Generationsан - Intergenerationallearning
Design Document for
Toy Generations ­
Game for Intergenerational Learning
All Work & Copyright © by Project SILVER, 2012
Written by Teppo Räisänen, Matti Viitala & Jouni Juntunen
Version 1.0
22.2.2013
Table of Contents
Section I ­ Game Overview
Game Concept
Game Genre & Feature Set
Section II ­ Gameplay and Mechanics
Section III – Game Components Overview
Backstory & Game Characters Overview
Game Graphics Overview
Game Audio Overview
Game Areas Overview
Section IV – Levels
Level 1 ­ The first day at a new job
Level 2 ­ Helping out
Level 3 ­ Showing the Ropes
Level 4 ­ Mixed age team
Section V ­ Artificial Intelligence
Conversation AI
Target Build AI
[Optional: Mini Game AI]
Section VI – Technical Requirements
Section VII – Game Art & Audio
Concept Art
Asset List
Section VIII ­ Management
Design History – This is a change listing quickly describing each major version and changes.
0.1
0.2
0.3
1.0
Teppo and Matti
Teppo and Matti
Teppo and Matti
Teppo, Jouni and Matti
21.11.2012
21.12.2012
11.01.2013
22.02.2013
Important documentation note: [square brackets used] = Optional features,
implemented within the available resources.
Section I ­ Game Overview
This section describes game overview.
Game Concept
Toy Generations is a Web­based game which enables the player to practice intergenerational
learning (IGL) The gameplay is centered around the life of a single player character (PC) as he
works in a toy building factory. The work­related events during the stages of the PC’s life
(youngster, middle­aged, senior) of the PC are presented as game levels. Unity3D game engine
will be used for the game implementation.
Game Genre & Feature Set
The general look and feel of the game is of a 3rd person view. The movement of the PC is
controlled by keyboard actions. The gameplay will also contain interactions between game
characters, which include multiple dialog selection options for the player.Those selections are
based on mouse selecting and clicking actions. The dialog lines are presented in language of the
player’s choice. [Optional: The game will also contain IGL­related challenges in a form of
simple mini games.]
The general features of the game are
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3 [Optional: 4] levels
Language options & localization
3rd person view and character dialog­based
3D game graphics
Visual style optimized towards Web­based gaming
Physics system, collisions between PC, NPC and real­world objects trigger events
[Optional: Simple mini games integrated to the game levels]
The intended duration of a single gameplay session will be approximately 10 ­ 20 minutes.
The number of the non­player characters (NPC) varies according to the game level from one to
three. The game location can be classified as a factory site for building toys. The movement of
the player & the NPCs will be restricted by interior (walls, furniture).
The Game is based on level completion mechanism: to progress within the game a single level
has to be completed successfully.
The target audience of the game consists of the members of the European population working
in various organizations aiming at improving the IGL within the organization. Many of the players
of the game can be classified as non­players, i.e. people with little or no previous experience of
computer games. Also the age structure of the players will also vary greatly. These properties of
the end users of the game will present a main challenge to the game design.
Section II ­ Gameplay and Mechanics
In the game the player will control the PC’s actions during different stages of the characters life.
Each of the stages is represented as a game level At first level character is a newly recruited
worker and lacks any skills of building toys. The level will also work as a tutorial for the player
to get familiar with the controls and objectives of the game, and maybe with learning about the
IGL as well. A great majority of the players should be able to complete the first level without
struggling. Each game level has a time limit in which the player must be able to complete the
level. If this fails the game will display a level failed screen and provide an option to try again.
The time limit is illustrated by a countdown clock displayed on the game screen.
Each level will have an introductory screen before loading of the level. This screen will describe
the game challenge that needs to be completed. The main instructional text parts should be kept
short and easily understandable. The player can pause any level and enter a game menu by using
ESC key press. The game will not contain ‘Save/Load Game’ functionalities.
The movement of the PC is controlled by the keyboard arrow keys. Interaction between the PC
and the NPCs is triggered when the PC arrives to a close distance of a NPC. The interaction is
presented in a form of a verbal conversation. The player of the game can choose between
multiple options of speech lines. Typically one of the speech lines results in a positive reaction
from the NPC, whereas the remaining lines will result in either end of the conversation or
otherwise negative reply from the NPC. Conversations are important part of the game as IGL
will be embedded into game using speech lines containing stereotypes about old and young
workers etc.
When the PC approaches the buildable object or the workstation for building those objects the
user interface will present options towards e.g. building a specific body part of the toy. Besides
of the basic movement and option selections no further action types will be require from the
player to promote the learnability of the game.
General game screenflow:
1. Game opening screen
a. Game name + graphics
b. Language options (8 European languages)
2. Game main menu screen
a. Game controls explained
b. Game main theme described
3. Level 1 info screen
a. Level Objectives
b. Game characters of the level
4. Level 1 gameplay screen
5. Level 1 feedback screen (retry option, if incompleted)
6. Level 2 info screen
a. Level Objectives
b. Game characters of the level
7. Level 2 gameplay screen
8. Level 2 feedback screen (retry option, if incompleted)
9. Level 3 info screen
a. Level Objectives
b. Game characters of the level
10. Level 3 gameplay screen
11. [Optional: Level 4 info screen
a. Level Objectives
b. Game characters of the level
12. Level 4 gameplay screen
13. Level 4 feedback screen (retry option, if incompleted)
14. Level 3 feedback screen (retry option, if incompleted)]
15. Game end screen, credits
a. Option to exit app
b. Option to replay the campaign]
There will be feedback screen after completion/failure of each of the levels. [Optional: The
feedback screen can also used to provide functionalities to access more detailed information
about IGL.] The feedback should be short and easily understandable.
Each level has limited time and level is passed if the objectives are done in timely fashion. In
addition to time speed of progress (efficiency) is shown using progress bar etc. Based on that
player can figure out if the game is going well or not.
[Optional: Besides the aforementioned features the gameplay will also contain mini games.
These mini games are used to illustrate and emphasize various sides and points of IGL ­ instead
of requiring the player to read through text­based information, which most of the players would
be reluctant to do.]
Section III – Game Components Overview
This section discusses the narrative characteristics of the game, i.e. game characters, plot
elements and areas of the game levels. Also the general graphics and audio use principles are
described.
Backstory & Game Characters Overview
The PC of the game is is a fictional character that belongs to the baby boomers generation
(born between 1946 ­ 1964). His works in a toy factory. Toys are very susceptible to trends,
so to keep up with the industry the toys manufactured must be updated constantly. This presents
challenges for the workers within the factory. Some of the older workers might not understand
all the hype around new toys and would like to stick with their old habits, that they feel safe
with. As an opposite force some of the newly recruited workers don’t understand why anyone
would like to manufacture or play with wooden toys and other antique items. For the toy factory
to be able to operate both the young and senior workers must be able to share information and
cope with the obstacles and barriers of IGL.
When the game starts (level 1) the PC is at his twenties. PC starts working in the factory as a
junior apprentice, and he is given a task that “Any kid could finish”. However PC soon realizes,
that he cannot cope with the task without advice from a senior worker.
As the game progresses PC gets older and acquires new skills and knowledge. He finds himself
not just learning from the others but also being in demand of passing on knowledge to other
workers. After promoted to be a member of the factory management the PC will realize that a
successful IGL between the workers requires often a push from the management side.
Game Graphics Overview
Within the arcade view of the gameplay the game characters, such as PC, NPCs and the toys to
be built, will be visualized as low­poly 3D models. The dialog view of the game will display
more detailed 2D textures of the facial features of the characters participating to the discussion
to provide a more concrete gaming experience. This is a much used mechanism of many of the
Real­time strategy games. Also, the ageing of the PC can be effectively visualized by making
relatively minor changes to the 3D model and updating the 2D texture contents instead (See
image 2 for an example). The generic movements like walking will be animated. Working
movements will be animated to some degree, e.g. hammering nails, but not in detailed level.
Image 1. Game example (Warcraft 3) of using 2D HUD texture to represent a 3D
character’s face (softwaresnmaker.blogspot.com).
Image 2. Example of using 2D texture to represent a 3D character’s ageing progress.
Game Audio Overview
The game audio will consist of
­ Game menu related sound effects
­ Game level ambient sound + sound effects
­ Spoken dialog lines between the game characters
­ [Optional: mini games’ sound effects]
The player of the game must be able to complete the game without relying on the game audio.
Consequently, the game audio must be used only to provide increased immersion and
playability, but it must not contain any information, that is critical for completing a game level or
to understand game instructions. E.g. the spoken dialog lines will be presented as audio effects,
but the written contents of the lines is in a critical position to the completion of a game level.
Game Areas Overview
The game environment consists of an interior of a toy factory site. Even though the gameplay will
typically last from 10 to 20 minutes, the game itself will cover multiple decades. This is reflected
by the [Optional: radically] customized game environment. The factory interior of the 1st level is
based on the equipment and style of 1960s. As for the remaining game levels, the interiors and
the nature of the toy(s) to be built will gradually change towards a more modern, and even
futuristic, style. Also the feedback and information screens and the game audio between the
levels can be used to illustrate the changing times.
Image 3. Game example of a futuristic factory site (www.futurefactorygame.com).
The game area design should generally focus on using low poly 3D models and textures that
reduce the amount of data transfer and computing load.
Section IV – Levels
This section describes the contents of the game levels. Important: the dialog contents presented
in this section are provided as exemplary and are subject to a later change.
Level 1 ­ The first day at a new job
In the first level the PC has to built wooden toy horses with an older NPC. PC must interact
with NPC to able to learn how to do wooden toy horses and complete the level. [Optional: The
events take place at 60’s. Interior of the toy factory, character appearance, sounds, etc. are
implemented according to that.]
Image 4. Wooden toy horse.
PC is 18 years old youngster and has no skills or previous experience on making toys. He has
been instructed to start working on the factory to get familiarized how the factory works. NPC
is 65 years old skilled craftsman with lof of experience. Building wooden toy horses requires
skills in carpentry, which NPC knows but PC does not. Therefore PC has to ask help from
NPC to be able start working.
Level Scene is toy factory room with two working stations (one for NPC and PC). At the
beginning of the level NPC is at work doing wooden toy horses at his own workstation as the
PC enters the room.
If PC approaches NPC following dialog (image 5) will be displayed where NPC offers help. If
PC accepts help he will learn how to do wooden toy horses and player will pass the level. If
PC refuses help he is not able to do the job. NPC will offer help if PC approaches NPC again.
If player does nothing, PC will start doing gestures (speech bubble with question mark,
spreading arms, etc.) to indicate, that he is not able to do anything. Player has one minute to
pass the level.
Image 5. Speech lines for NCP (blue) and PC (red). Correct answer to pass the level is
shown in red.
Level 2 ­ Helping out
In the second level the PC has to built (again) wooden toy horses with two NPCs. First NPC is
18 year old newcomer and other NPC is 65 year old skilled and proud veteran. PC is 25 year
old and has gained quite a lot skills working at the toy factory. [The events take place at 60’s.
Interior of the toy factory, character appearance, sounds, etc. are implemented according to
that.]
Older NPC is able to do the job (of course) and younger NPC is not. PC has to teach younger
NPC how to make wooden toy horses.
Level Scene is toy factory room with three working stations (two for NPCs and one for PC).
Older NPC and PC are working when younger NPC enter the room and goes to his
workstation. PC might approach NPCs at any time but after a while younger NPC starts to
make gestures (speech bubble with question mark, spreading arms, etc. ) that indicates that he
does not know what to do. If PC does not respond to that older NPC will suggest (show
dialog) to PC to see what is the matter with younger NPC.
If PC approached younger NPC dialog (image 6) will be displayed.
Image 6. Speech lines for younger NCP (blue) and PC (red). Correct answer to pass the
level is shown in red.
If PC suggest to the younger NPC to get help from the older NPC nothing special happens.
Older NPC refuses to help (speech bubble with lightning, dark cloud or other sign of
frustration/irritation will be shown).
After younger NPCs starts making wooden toy horses level is completed. Player has one
minute to pass the level.
Level 3 ­ Showing the Ropes
In the third level PC has to built “ My Little Ponies” (The trademark used as an example) with
two NPCs. First NPC is 18 years old newcomer and other NPC is 55 years old proud
veteran. PC is 42 year old and at his prime as a worker. PC must teach two NPCs to build My
Little Ponies as they do not know how to do them. [The events take place at 80’s. Interior of
the toy factory, character appearance, sounds, etc. are implemented according to that.]
Image 7. My Little Pony.
Older NPC is used to do wooden horses and does not like the idea of making new toys
although knows how to do them. Younger NPC is eager to work but does not know how to do
the job properly. PC has to make older NPC to start doing My Little Ponies and instruct
younger NPC how to make them properly.
Level Scene is toy factory room with three working stations (two for NPCs and one for PC).
As the PC enters the room older NPC is doing wooden toy horses and younger NPC is doing
faulty My Little Ponies. PC has to approach both players at a time to discuss and fix the
problems in a way that both start doing proper My Little Ponies. Only PC is interacting with
NPCs (i. e. NPCs do not interact with each other).
If PC approaches older NPC following dialog (image 8) will be displayed.
Image 8. Speech lines for older NCP (blue) and PC (red). Correct answers to make older
NPC start building My Little Ponies is shown in red.
If PC approaches younger NPC following dialog (image 9) will be displayed.
Image 9. Speech lines for younger NCP (blue) and PC (red). Correct answer to make
younger NPC start building My Little Ponies is shown in red.
After both NPCs start making My Little Ponies level is completed player has two minutes to
pass the level.
Level 4 ­ Mixed age team
In the fourth level PC has to manage team of two NPCs to built battery operated “Toffee the
Ponies” (Trademark used as an example). There is also a third NPC working as a supervisor
of the toy factory and does not take part of manufacturing toys..First NPC of the team is 18
years old and the second NPC is 42 years old. The third NPC doing the supervising is 30 years
old. The PC is 65 years old proud veteran. [The events take place at 20 century Interior of the
toy factory, character appearance, sounds, etc. are implemented according to that.]
Image 10. Toffee the Pony.
In the beginning of the level PC and the older NPC are not able to do Toffee the Ponies.
Youngest NPC knows how to do them but does not want to teach older characters how to do
them (he has prejudice towards elderly people). PC has to figure out the situation and resolve
differences between team members.
Level Scene is toy factory room with three working stations (two for NPCs and one for PC, the
third NPC does not take part of the manufacturing). Scene start when NPCs and PC are doing
My Little Ponies. Superviser rushes in and tells them (image 11) to start making Toffee the
Ponies because there are going to be the next top­selling item in the market
Image 11. Speech lines for supervising NCP and PC at the beginning of the scene.
After superviser leaves the room NPCs will go to their own workstations. Older one starts to
make My Little Ponies and younger one does nothing. Player has to talk to NPCs to make
them start building Toffee the Ponies.
If PC approaches older NPC for the first time following dialog (image 12) will be displayed.
Image 12. Speech lines for older NCP (blue) and PC (red) if PC asks older NPC to start
making Toffee the Ponies.
If PC approaches older NPC again following dialog (image 13) will be displayed.
Image 13. Speech lines for older NCP (blue) and PC (red) if PC asks (again) older NPC
to start making Toffee the Ponies.
If PC approaches younger NPC following dialog (image 14) will be displayed.
Image 14. Speech lines for younger NCP (blue) and PC (red).
At this point supervisor rushes in again and following dialog (image 15) is displayed.
Image 15. Speech lines for supervising NCP (blue) and PC (red).
After first discussion with younger NPC he starts to do Toffee the Ponies. After that PC has to
approach younger NPC again and following dialog will be displayed (image 16).
Image 16. Speech lines for younger NCP (blue) and PC (red). Correct answers to make
younger NPC to teach how to build Toffee the Ponies is shown in red.
After successful second discussion (player selects the correct answers) with younger NPC him
and PC will approach older NPC and discussion is started (image 17).
Image 17. Speech lines for younger NCP (blue) and PC (red). Correct answers to make
older NPC and PC to learn how to build Toffee the Ponies is shown in red.
After both NPCs and PC start making Toffee the Ponies level is completed Player has four
minutes to pass the level.
Section V ­ Artificial Intelligence
This section describes the AI components of the game. The components can be divided into
categories of the conversation AI, target build AI [Optional: and the mini game AI properties.]
Conversation AI
Conversations are triggered whenever the PC arrives to a specified near distance of the NPC
capable of conversation. Camera angles can be switched during the conversation to provide a
movie­like experience for the player of the game.
There are always two participants in the conversations of the game: the PC and a NPC. The
player of the game controls the speech lines of the PC by selecting one of the multiple options (2
to 3) presented in the user interface of the game. The NPC will react differently based on the
chosen speech line. This AI is based on a lightweight conversation engine, which utilizes e.g. a
simple conversation tree structure to serialize and present the dialog sequences, items and
response choices. The conversation engine must be designed to allow an easy localization for
different written languages.
The decision making during conversations forms one of the main challenges for the player of the
game. Besides of the responses of the NPC the decision making can also trigger various game
events, [Optional: such as launching a mini game or] like gaining a new skill via learning].
Image 18. Initialization of a conversation by a NPC
Image 19. Conversation options selection for the player.
The game design must allow an easy localization of the all the content strings. The conversation
audio will not be localized, but instead a gibberish will be used to present the conversation
speech.
Target Build AI
Target build AI is responsible for handling and displaying information of the build progress of the
toy to be built to complete a level. The AI will provide information of the subcomponents of the
toy and the skills required to build or integrate the components. The components can e.g. have a
predetermined building order and building of some of the components might take unusually long
time. This AI will also control the visual appearance of the toy to be built and HUD is used to
represent the toy and the command options for the player.
[Optional: Mini Game AI]
Case 1 ­ Shooting IGL obstacles
The player is presented with an action field, where there are pop ups IGL obstacles (that could
be figures, or balloons or signals), some of theses pop ups obstacles are the targets which are
negative stereotypes about IGL, and there are also distractors which are positive stereotypes
about IGL. The player must shoot only the targets (negative stereotypes). If the player shoots
the distractors (positive) he/she looses points, and only when the all the negative are shot they
finish the mini game.
The AI (in a broad sense) of this mini game is to monitor the player’s actions and detect 1) if the
player shot at a negative or positive stereotypes. The score situation must be updated according
to the result of the detection.
Case 2 ­ Selecting IGL tools
The player is presented with a demanding task of flying an airplane [Optional/Modifiable: or
another kind of vehicle], and he can select different tools from a menu in order to do the task
more efficiently. The menu will consist of age sensitive IGL tools (for instance, experience,
speed, accuracy, reasoning etc), and the game (AI) need to be design so that it shows that what
are the advantages and disadvantages in terms of performance when choosing the different
tools. That is, most efficient performance (driving best the airplane) should be with a
combination of “young” and “old” tools. In addition, we the player could do the task under
different conditions (such as bad whether, or emergency landing) which would represent the
different challenges in the workplace.
Section VI – Technical Requirements
The game will utilize Unity3D game engine. Developing the game requires a valid Unity3D
development software licence. Game development places moderate system requirement for the
development hardware. More information can be obtained from the Web address
http://unity3d.com/unity/system­requirements Development language can be either JavaScript or
C# or a combination of these two.
The game will be deployed as a Web­based game. For playing the game it is required to install
a Unity3D browser plugin. [Optional: A downloadable standalone build will be offered for those
potential players without a fast enough network connections or a possibility to install a Web
Player plugin]
Besides of a browser plugin a network connection is required to play the Web­based game
implementation. Game development will aim at minimizing the wait times during gameplay.
Section VII – Game Art & Audio
Concept Art
Because of the nature, resources allocated and the schedule of the game development, the
general look & feel of the game should represent a simplified type. Presented below are some
examples of the intended style, used in game Lies And Seductions.
Image 20.Concept art example 1(liesandseductions.com/gallery).
Image 21. Concept art example 2(liesandseductions.com/gallery).
Image 22. Concept art example 3 (liesandseductions.com/gallery).
Asset List
Art
­ Intro screen background + graphics
­ Level info screens’ backgrounds
Menu backgrounds
­ Button backgrounds / colors
­ Information about the buildable toy object
Model and Texture List
­ Character models, PC, NPCs, described in level descriptions
­ Buildable objects, ie. the toys to be built
­ [Optional: Tools used by the game characters to build toys]
­ Non­interactive objects (the worksations, furniture etc.)
Animation List
­ Simple animations for illustrating the buildable objects manufacturing. Can be e.g. changing
alpha values of object (toy) subcomponents
Character animations
­ Generic movement, walking, turning for the game characters
­ Speech and emotional gestures for the game characters
­ Generic work gestures for the game characters
­ [Optional: The animated game objects of the mini games]
Game Audio
Environmental Sounds
­ Level background effects: Toy factory soundscape
­ [Success / failure / bonus points sound effects]
Interface Sounds
­ Button click sounds
­ [Menu items scroll sound]
[Optional: Music]
­ A music loop sequence played during the intro screen + feedback screens
­ During level infos a background music loop representing the trendy style of music of the time
period, e.g. 1960s
Dialog Voices
­ The persons’ voices during dialog will not be localized. Instead, gibberish audio effects will be
used to play audio during conversations. Examples of the type:
http://www.audiomicro.com/sound­effects/human/gibberish/length:0
http://www.wikihow.com/Speak­Gibberish
Besides of using gibberish the spoken audio should reflect the emotional content of the dialog
line, e.g. surprised, angry, happy etc. The PC and the NPCs can be characterized by simply
using different, natural or edited, pitches for the dialog lines.
Section VIII ­ Management
Detailed Schedule
{
The game must be completed and playable by 31.8.2013
Budget
The budget for the implementation of the game is 20 000 €.
Localization Plan
The text contents (menu items, dialog lines) of the game will be translated to target languages.
The translated text contents will be provided by the participants of the SILVER project. The
content translation costs are not included to the implementation budget of 20 000 €.